Bomburs GD Mod

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ghoward
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RE: Bomburs GD Mod

Post by ghoward »

Hi twotribes. This isn't a posted mod anyplace. What I did was to edit GDATG108.at2 to make the engineering changes along with converting torpedo boats to patrol boats (fast, good recon, VERY short range, and no match for a real warship) and halve the cost and land cap of trains. This last was to make the long range shipment of large units possible by temporarily including trains in their makeup. I haven't implemented the civil engineer idea yet as I am in the middle of a game using what I have so far. I do have this version of the scenario set so you can edit mid-game, but I think there are some issues involved with using that technique. I am happy to email the altered version to anyone who wants to mess with it, but it is by no means a finished effort. All you would do is load it like any other scenario.
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Twotribes
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RE: Bomburs GD Mod

Post by Twotribes »

I meant the basic mod. do you use manual or will it load properly?
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Jeffrey H.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

Hrrm, if it's not in a zip form I guess you have to manually load it like in old AT. I honestly forget how I got it going.
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ghoward
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RE: Bomburs GD Mod

Post by ghoward »

I think I did it manually.
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Jeffrey H.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

It's 1944 in my game and Japan has held onto Korea and taken Indonesia from the beneleaux-ians and the British. I have expanded into China to my old watermark. I don't see the huge zerg rush coming this time. I have reconcile planes scouting ahead for trouble. Finally I have troop transports to send all those enginners over to China to build up infrastructure needed to keep a foothold in expand in China.

All Japanese cities are boosted into major status. I am also boosting Korean and Indonesian cities because they produce for me. I've been slaughtering dozens and dozens of English transports because they annoy the HELL out of me and soak up all sorts of time for the ai to fart around with.
History began July 4th, 1776. Anything before that was a mistake.

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Bombur
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RE: Bomburs GD Mod

Post by Bombur »

ORIGINAL: barerabbit

Hi twotribes. This isn't a posted mod anyplace. What I did was to edit GDATG108.at2 to make the engineering changes along with converting torpedo boats to patrol boats (fast, good recon, VERY short range, and no match for a real warship) and halve the cost and land cap of trains. This last was to make the long range shipment of large units possible by temporarily including trains in their makeup. I haven't implemented the civil engineer idea yet as I am in the middle of a game using what I have so far. I do have this version of the scenario set so you can edit mid-game, but I think there are some issues involved with using that technique. I am happy to email the altered version to anyone who wants to mess with it, but it is by no means a finished effort. All you would do is load it like any other scenario.


Hi, barerabbit, if you want to upgrade this scenario, I could "give" it to you, in the sense that, when you post your improved version, I remove mine, and then you´re "responsible" for the development of this mod. I don´t have time to upgrade it anymore. I´m currently working with ernie in the GD1938 scenario, while my next Bombur mod is about to have an alpha version release. It will feature lots of custom units in random maps.

Bombur
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Jeffrey H.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

Well rats, it's all over as far as I can tell. The game has locked up and can no longer make it through the AI turns. Boo Hoo, it was just getting nice.

History began July 4th, 1776. Anything before that was a mistake.

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Jeffrey H.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

I have a feeling it might be related to the overall unit count which was exploding. The British cargoships I was mowing through had unit id tag#s in the 10,000 range. A game on this scale simply shouldn't have so many units. Especially ones that are loaded with 1 cargoship. Again, the scale of things is kind of out of whack.

Maybe a regional version of the scenario could be carved out and still be manageable without blowing up just when things get interesting.

I did get some good enjoyment out of the game, and was looking forward to many more enjoyable turns. There is a gem in the rough here which can possibly be improved into something even better.

Not sure what I'd do specifically to make positive changes, but I think the time scale can be reduced, unit contruction and sft costs increased, movement rates more proportional to the time scale would be where I would aim for. The research rates are not that far off, it's slow and painful and takes shed loads of engineers, (as discussed above) which I guess is also something I'd aim at changing. But in the end, I was maybe a few tics behind the actual world timelines for weapons development. The AI was more behind and as Bombur has pointed out, that could possibly be improved, maybe by AI role scores ?

I wish it wasn't over so "soon"....

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Twotribes
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RE: Bomburs GD Mod

Post by Twotribes »

Doesn't it start in 01? You played till 44 doesn't sound soon to me )
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Bombur
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RE: Bomburs GD Mod

Post by Bombur »

Hi, Jeffrey, could you send me your last turn, so I could do some playtesting?
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Jeffrey H.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

ORIGINAL: Bombur

Hi, Jeffrey, could you send me your last turn, so I could do some playtesting?

Can do, although it locks up when the round is turned over to the AI, so you can't really do much, maybe you'll have some luck with it.

History began July 4th, 1776. Anything before that was a mistake.

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Jeffrey H.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

OK, file sent.
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Jeffrey H.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

ORIGINAL: Twotribes

Doesn't it start in 01? You played till 44 doesn't sound soon to me )

Ya, it was just getting interesting. The sft database goes on much farther into post war techs. I just couldn't get to them.
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Twotribes
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RE: Bomburs GD Mod

Post by Twotribes »

How much EP will a single engineer accumulate at level 1. In other words how many engineers do I need to upgrade a city to a major city?
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Bombur
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RE: Bomburs GD Mod

Post by Bombur »

Running the turn Jeff sent me, it seems to run well, as for now, Brazil is playing. No memory issues, as the game is eating "only" 830MB RAM. I´m keeping my computer on "underclocking" since my i7 has a dangerous propensity for overheating while running this scenario (this is the reason I stopped playing it). With máx 50% clock it keeps core temperature close to 60C, but it also runs slowly....
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Bombur
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RE: Bomburs GD Mod

Post by Bombur »

Well, after almost 2h...the game finally locked up...not a RAM issue, as it was using less than 500MB RAM. Lock up happened after USA turn, I think
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Jeffrey H.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

And that would be GB's turn I think. I still suspect it's a unit count exceeding some limit value hardcoded, (intentionally or not) within the game code.

History began July 4th, 1776. Anything before that was a mistake.

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Jeffrey H.
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RE: Bomburs GD Mod

Post by Jeffrey H. »

ORIGINAL: Twotribes

How much EP will a single engineer accumulate at level 1. In other words how many engineers do I need to upgrade a city to a major city?

The cities took variable amounts at each stage, I think it went something like 400 to 800 to 1600 EP's to get to the highest stage of city development. I think it was taking something like 350 engineers to do the job.

Transporting all these engineers via ocean travel was not possible to do all at once. I was using seacap to strat transfer ~20 per turn from Tokyo to the various places around the empire that I wanted to build up. Also I had built up an early fleet of something like 15 troop transports which could only carry around 120 or so engineers at a time. SO, it was very painful and resource consuming to get those engineers into the cities and then they were stuck there in essence because I couldn't move them. This wasn't so bad because I can and did use them as counter invasion cannon fodder, which they were quite good at.

History began July 4th, 1776. Anything before that was a mistake.

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ghoward
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RE: Bomburs GD Mod

Post by ghoward »

as the game opens in 1900, it takes 1400 EPs to upgrade to a major city (also 80pp and 560 supply). So if engineers can accumulate for 5 turns, it will take (1400/5) engineers to accumulate the 1400 EPs required.

that was 1400 for a major city. metropolis is 2200, city is 800(I think) the smaller places are less.
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Bombur
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RE: Bomburs GD Mod

Post by Bombur »

I could, maybe, upgrade this scenario by removing regimes, going back to 14 players. It also could be possible to increase units cost.
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